a multiplayer game of parenting and civilization building
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Have you ever played as a true Eve starting from scratch?
I have actually and to be frank with you, in Punkyval scenario about this village, it is not starting out as an eve so by logic what you said doesn't apply to the given scenario.
Villages can be rather small sometimes. I don't think it appropriate that you rush to judgment like you did.
Define a village in your words for me because I was assuming a village would be maybe 10-15 people, and with those numbers and in this scenario there should at least be a sheep farm. With a sheep farm comes the ability to sustain the village and make pads. Not hard to do so. However, I would like to know what you consider a village to be to clear this matter up.
Tool slots are not jobs. The tool slot system is not a job system.
If it sounded like I said tools slots are jobs that is not what I meant. What I meant was when using a tool, that gave you as a player, a certain job to fulfill. Although the current reason why tool slots were added was to give player a different experience each life.
Personally, I care about towns and I care about my family. But I do not care about my family NAME, unless I'm the Eve or directly involved in the foundation stage - 1st or 2nd gen.
Right, well then explain how wars start then? It's your family NAME vs another. You wouldn't care if you had a cousin killed in the war then? Family names is what makes people FAMILY.
So I just got to witness a town wiped out and the Winter clan destroyed by one greifer killer. What follows is why the game often sucks.
1) The system to kill someone is awkward and clunky. It makes no sense. Sometimes you shoot, sometimes you don't. You always run around toward your target instead of just standing still. Killers use biomes to their advantage in this way. When you try to kill a murder greifer they hide in a biome you can't enter and you drop your weapon trying to even target them, Why? Because STUPID is why.
2) People who make killing all they do know how to better use this stupid awkward system. Average players don't. This gives killers an extreme advantage.
3) It takes tool slots to even use a weapon, which might make other players helpless. More advantage to the killers.
4) With all the confusion, language barriers, not being able to say many letters if you are young, all this plays to the killers advantage.
5) With a boundless world, is cursing even doing anything? People never curse someone unless they see them commit a crime, no matter what is reported. Most people who see the crime either can't curse at the time because they used theirs recently, don't know how, are too young, or just don't bother. A guy can wipe a town and maybe pick up two curses. Big deal! You're more likely to get cursed for picking up someone's rag hat they left in the middle of nowhere without asking.
For the record. I killed this guy. He was named Tim Winter. But the system is such a joke I couldn't do anything before he had already done his damage. Having to search the sea of junk for weapons, eventually having to go to another town to get bow and arrow. Took so long that in the end he's won. They always win, that's why they keep doing this. I imagine all these murder griefers are pre-pubescent fatties who suck hard at Fortnite. They don't play any game where others have a real chance to fight back because they have zero skills. Hey, if you want these losers to ruin your game that's your call Jason. People don't much enjoy being fish in a barrel.
A reason to all your misfortunes can be explained right here.
1) How many times have people banded together to kill a greifer in OHOL? From my experience in the game, we have all managed to kill every single one and been able to survive. Family clans who don't survive those type of antics simply just shouldn't survive anyways. In the past of many great human civilaztions, greifer/murderers are always in some way shape or form dedicated to what they do. How do we deal with this? Same way as all great human civilaztions have done, chase them out. Making pads, knives, bone needle, and thread isn't hard at all. So, greifers can be a problem yes, but if your clan village doesn't have a fail safe, that is on them. You should remember you are playing a game and with games come along greifers. It's to be expected that if you know that there can be greifers, you must always have a back up plan.
2) Honestly, if a greifer tries to kill people they only have one maybe two chances. You should know if someone is trying to kill someone because of the sound affects made from trying to kill a player or the exclamation marks that show up at the edges of your screen. Many players hate greifers with a passion, so it is not hard to gather a group and find the greifer to then kill him/her. One or two players might die in the conflict but it is to be expected. Now if an entire village dies well... That is simply just the villages fault for not being smart. A village should ALWAYS have a medic or two.
3) Your right that tool slots can be cumbersome, but I believe Jason's goal is to in some way shape or form replicate and/or simulate human evolution in past civilaztions from human history. If you look back at human history you can see that people are specialist not generalist when it comes to jobs. Although it gives greifers an advantage, it makes the game more challenging as well. Also if we just take the tool slots off and return to the olden days where we have NO tool slots, wouldn't you think that there might be more greifers than what we currently have? Tool slots can be cumbersome, but reality is also a key feature to this game.
4) You are YOUNG! What are you supposed to say when you are young? Oh help me I need to drink from your breasts? No! Babies are babies, they can't say full sentences and oh maybe just maybe, I don't know if you ever thought of this but, can humans babies form complex sentences? If they can send me a video of an infant being born that can actually form complex sentences. However, the language system can be awful but that's what humans have had to deal with when they met new people from different clans. It's to be expected that you can't just understand what another person is saying if they are ethnically different.
5) I do agree with you on one small matter and it is cursing. The way people use cursing and the way it affects people is not nearly as strong as it should be. Cursing someone can be useful but only if everyone uses. I have played several games where there are greifers and we manage to kill them, but when it comes to cursing them, some people are just too damn focused on there jobs that they don't care to even curse the greifer. Cursing can also be used for greifing, there was a scenario in which I was in a village raised as a sheep farm. Everything was fine until I saw someone stab a girl. So what did I do, of course I stabbed her back so that she would die because I thought she was greifing. Well, she wasn't greifing, she was teaching someone how to heal someone who has been stabbed. now I didn't know that and so, when I stabbed her everyone started cursing me. Now, this isn't really a greifing scenario, but the point is still the same. Cursing someone is not enough and but, I don't know if there is even anything else we could say or do to deal with greifers. Just like how muderers are bound to show up the same is with greifers.
In the end I truly believe that the changes Jason has done are extremely helpful and creates challenge for people based on reality and our history as a species. There can be minor tweaks to the system but, I am not sure what we can do to combat greifing since it is inevitable. If you guys have any suggestions, whatever it is, it would be helpful to say it since it would give Jason a better understanding on how he could deal with this issue.
Or harness dogs to a a sledge and ride across the arctic without the need for horses.
That would be really cool, maybe make it specific for certain ppl to? Like since gingers can only go into the arctic/snow biome maybe they can use the dogs (husky/malmute). There are just so many mechanics that dogs can be used for.
In the past of many civilazations, dogs have been instrumental to the use of mankind. Whether it be from protecting a village, used for hunting, or just as a companion to bring smiles. Many civilization would not have been able to thrive if not for the dmoestication of dogs. I would love it if dogs finally got some type of a use.
For example, German Sheperds are a protective dog species, why not let them serve as guard dogs in their town from bears.
Another example is herding dogs, dogs like the Border Collie or Australian Shepherd. With these dogs you can keep the animals safe. Although fencing keeps the animals safe, I feel like this is unatural because of the fact that throught many civlizations people would have to herd there animals to better pasture.
One example of this is the Masai people of Africa. They have to herd their animals through treachorous lands that are very hot and have many hungry predators.
I would love to see some time of gameplay mechanic that uses dogs as a "tool" of some sort that would finally give them a purpose. After all dogs are apart of the game and have no real use. It would be nice to finally see a use for mans best friend wouldn't it?
Why:
To give players a way to organize themselves
To provide an optional structure to social interactions
To provide a shorthand for social information, like trust
To allow people to receive social information at a glance
To make the whole thing convenient, automated (where possible), and flexible.
To experiment with a bizarre and fascinating form of government (voluntary nobility)
What:
Each player chooses one direct leader for themselves.
Players can switch leaders at any time, or decide to go back to having no leader.
Everyone who has the same leader can be visually recognized.
More details about a person's status can be had via text on mouse-over.
When a leader chooses a leader for themselves, a multi-level hierarchy is formed, and all their followers see the super-leader as a leader as well, and all people under the super-leader are visually united.
The structure can be changed instantly when a sub-leader changes leaders.
Any player can exile another player
A player's exile status is only visible to the person who exiled them and any people in that person's follower tree
Changing leaders will change who you see as exiled
Text Labels:
Your direct leader is "Your Lord John Smith" or "Your Lady Eve Smith" on mouse-over
Leaders with sub-leaders beneath them become Barons, Counts, Dukes, Kings, Emperors, High Emperors, and Supreme Emperors, depending on how many tiers are beneath them.
Example: A King might have two Dukes below him, and those Dukes might have two Counts each, for a total of four Counts. Those counts might each have two Barons, for a total of eight Barons. Each Baron might have a few Lords, who in turn each have a few direct followers.
You see any super leaders above you as Your Baroness, Your King, etc.
If you follow a super-leader directly, you still see their tiered title (if you follow a King directly, they are still Your King, and not Your Lord).
Anyone who is exiled to you (anyone you or one of your leaders has exiled) is shown as Exiled Eve Smith on mouse-over
Someone can still be your leader even if they are exiled (if they are exiled by another leader that you follow), like Your Exiled Lady Eve Smith.
People who have no leader, and are part of no tree (and thus have no badge) can still be exiled. If so, they are seen by the exiler's followers as having a black X where their badge would go.
Anyone in your tree who is not your leader is shown as Ally Eve Smith.
Mousing over anyone shows their leadership status, even if they're not in your tree (so you can see Barons who are not Your Baron)
It's possible to have allies who are leaders in other parts of your tree, but who aren't your leader, such as Ally Baroness Eve Smith.
Followers are seen as Your Follower Eve Smith on mouse-over. Leaders who follow you will have their title seen too, like Your Follower Countess Eve Smith.
Visual Labels:
Badges are visible only when you're wearing a tunic (body clothing).
Each leader gets a unique color.
Your current badge color is determined by the leader at the top of your tree.
Allies, and you, all have a diamond-shaped badge of the appropriate color.
Leaders will have chevrons above their diamond depending on their leadership tier. Lords will have one chevron, barons two, dukes three, etc. These chevrons will match the color of the leader at the top of their tree.
Anyone who is currently exiled from your point of view will have a black X over their badge (their badge is still present so their leadership status and alliance can be known).
If you are a leader, you can recognize your followers as people who have fewer chevrons than you do.
How:
Say "I Follow Eve Smith" to start following someone
Say "I Follow You" to start following the closest person
Say "I Follow Myself" to have no leader
Say "I exile Eve Smith" or "I exile you" to exile someone
Say "I redeem Eve Smith" or "I redeem you" to un-exile someone.
Children inherit their mother's leaders at birth
When a leader dies, whatever leader they are following inherits their followers, and their followers inherit their exile list.
If a leader dies who is following no one, their sub-kingdom is divided until the sub-leaders, who are now left hanging with no leader, can agree on a new super-leader.
Interesting properties:
If you are exiled, it only matters as much as the exiling person has followers.
Getting exiled by a loner will have almost no effect. Getting exiled by a king will mean lots of people will see a black X on your chest.
Killing your exiler will not free you from your exiled status, unless that exiler has no leader to inherit your exile status.
When a bad leader loses followers, the effect of their exiles is diminished.
You can effectively free yourself from an unfair exile by convincing people to pick a different leader.
You have to wait until Age 11 to switch leaders, if you inherit one
You have to wait until Age 15 to have no leader, if you inherit one
Notes:
None of this has any direct gameplay effect.
These labels convey information about the past social decisions of other people.
Inspired by a suggestion from forum user Kinrany
Imagine if a society was structured this way in real life...
One thing I would like to see added to this is, will there be different "clan tags" for who is following who?
Scripture I
Rena
She came down from the heavens and blessed us with her presence. Among her were four men who came from the North, East, South, and West. From the North came the Gingers, the East brought us the Whites, South was the Blacks, and the Browns came from the West.
Meeting the strange men gave Rena one mission. She saw how uncivilized men were so she decided to strip mens' ability to reproduce. Rena was clever though, she did not want to scare these men yet, she needed daughters so that they would produce children. So, in the following days she seduced each of the four men. While seducing the men she was able to strip them of their power to reproduce but not before she was able to give birth to four daughters, each of whom would resemble the North, East, South, and West.
Now without the need for men to help in reproduction a new order would be installed, one that Godess Rena saw fit. What would men do? Even after her sceme of taking away reproduction from men, they were still uncivilized. We men long for her return so that we may one day recieve whar was taken from us.
-Preist Edgar
With a working govenment body there also has to be incentives. Right now in this game there is no "meta". There is really no goal other than to survive and reproduce if you can. The only thing that makes people do work in town is so they could survive. This is why many small villages work so well, but when you become a big town people start to get lazy from the surplus of foods and other materials. If this were a game where it give incentives to actually work, then we might as well get a functiong government. Also, with the updates of wars and not being to able to understand other families it seperates people which just causes mistrusts amongst different families. I would definetly like to see a point based system (not the ranking system)/currency in the game. I dont know what you would do with currency but it would be quite interesting with the implications it can bring in.
Maybe just no government at all? Either way people with power no matter what you say you are will eventually abuse it and with the right influencers you cant be overthrown.
So now I'm curious ... how would direct democracy work in OHOL?
Well I am not to knowledgable about how a direct democracy works, but what I do know is that it is a lot more balanced than an inherited "crown". if you are asking for examples, Switzerland has a government which utilizes a direct democracy. Also, the ancient city state of athens was a direct democracy as well. I would assume that a direct democracy is similar to the US government, but with a much more hands on approach.
What I have read seems like a bad idea, followers etc. I think is going to be a chaos.
We don't need a Monarchy or a feudal system with Dukes, Counts, etc.
The best option is a meritocracy system or "Elective Monarchy were the only elector is the leader".
Eve choose her heir, then her heir choose the best player in the town to be her heir, etc. So, a lot of people will want to be the new heir, but to be that they must work and must do good actions for the town and family.If a person want to make a new town or colonize an abandoned one, can ask to the leader/king/emperor of the family to be a "conqueror" or something like that, so he will have the same bonuses of the leader of the family, but he must accept orders from the leader. To make a person a "Conqueror" the leader should say "X is a conqueror".
If the leader of the family is a tyrant, a player who is 55 or older can say "Our leader has to be overthrown", then everyone can say "I agree". To say "I agree" you must be 14 years old or older.
If the person who says "Our leader has to be overthrown" is far away from his relatives, a box will be displayed on his relatives screen saying "A person is saying that the leader has to be overthrown", then his relatives can choose to say "I agree" or to keep playing with a tyrant.
If half of the family +1 member agrees the leader will be overthrown and his heir will be the new leader.If the leader dies without choosing a heir, his closest relative will be the new leader.
The bonuses of the leader of the family will be: -He can be killed only if he is overthrown.
-If the leader is a woman will have fertility bonus, if the leader is a man
his sisters or closest female relatives will have fertility bonus, if she/he is
overthrown the fertility bonus will dissapear.
-He can mark bad players.
-Saying "! text" a box with his text will be displayed on the screen of all
his relatives.
All bonuses dissapear after being overthrown.This system will work very well because only good players will be the leaders of the family.
Eve will choose her best child/grandchild/greatgrandchild, then her heir will choose another good player, then this will happen again and again until the lineage end.
I like that you want to have some type of family lineage passing of "crown" or something like that and that would make them a leader, but this is literally just a way in which if it falls into the wrong hands then everyone is screwed.
1) Can only be killed if he is overthrown
- very bad idea b/c, to be over thrown u need half of family lineage +1 to agree and in order for that to happen you want a global text speech that says,
"Our leader has to be overthrown". This is just unfathomable! I agree that their should be some implications on how to remove a leader but a
global text speech is ridiculous.
2) If the leader is a woman will have fertility bonus, if the leader is a man his sisters or closest female relatives will have fertility bonus, if she/he is
overthrown the fertility bonus will dissapear.
- People have already stated this but I will just say it again. A fertlity bonus would is not the way to go. I think bonuses for having a family crown
shouldn't even be a thing. (If someone can come up with a great bonus that doesnt just benefit one family but everyone then that would be great
because, shouldnt the job of a leader be to help everyone?)
3) He/she can mark "bad" player
- Marking a player as "bad" is just a way greifers can just exploit the system. Also the word bad is relative to what everyone is doing or wants. If there is
a family cult and they are trying to kill everyone but one person doesnt want to join, the person that doesn't want to join can be called "bad".
These are just some flaws in your theory among many others. If you would really like to have a system that allows for leadership maybe choose a government like a driect democracy. Since a direct demcracy really works well in small population it would be very beneficial in 1Hr1Life. With a direct democracy as well, everyone has an equal chance at becoming the leader so it can (but may not) decrease the possibility of greediness from players.
I just recently joined and would like to know how I can get some of my own stories added to the Users Stories tab.
Would I just post a story on the main forum and if it gets a certain amount of likes/upvotes, then that will allow it to be posted on User Stories or would I have to submit a story (to one of the mods maybe) so that it can be reviewed over then be sent out as an announcement to see if people would like this to be added into the User Stories tab.
Either way if I can get some kind of reply that'll be super helpful.
I just recently joined and would like to know how I can get some of my own stories added to the Users Stories tab.
Would I just post a story on the main forum and if it gets a certain amount of likes/upvotes, then that will allow it to be posted on User Stories or would I have to submit a story (to one of the mods maybe) so that it can be reviewed over then be sent out as an announcement to see if people would like this to be added into the User Stories tab.
Either way if I can get some kind of reply that'll be super helpful.